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Author Topic: Delayed fires and smoke / smoking ships  (Read 1371 times)

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Tokyo_Express_420

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Delayed fires and smoke / smoking ships
« on: October 10, 2024, 02:48:01 PM »

Hi all,

I'm creating some Midway missions

I'm trying to create simulated ship damage, for example three Japanese carriers get bombed halfway through the mission.

I want them to start smoking and burning, as in real life.

My options to achieve this are currently limited.

I can either place fire and smoke objects, which run from the mission start which would look really strange floating there until the ship passes over them, or I can get each ship to take just the right amount of bombs to start smoking but not sink.

This is extremely difficult to achieve. Sometimes the ships sink and sometimes they don't take enough damage to smoke.

I would like to request that the current smoke and fire objects (all variants) can have a timeout function. This way they can activate after a set time (say like 10 minutes) to simulate the burning carriers.

The carrier can stop over the smoke and fire objects and look as if it is burning, the fires could even be made to look like they are growing with further effects triggering after even more minutes.

I think this would be really neat and simple to make.

It's similar to how ships guns can be set with a timeout or sleep function, I just want this for the existing smoke and fire objects.

Thanks,

- Tokyo Express
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Vampire_pilot

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Re: Delayed fires and smoke / smoking ships
« Reply #1 on: October 10, 2024, 10:52:29 PM »

What modpack are you using?

In BAT fire and smoke can be triggered by "triggers". Easy if your ships are static.

You could also use a timed mine to drift into your ship, actually blowing it up at a given moment.
Or you could spawn or trigger an Ohka to do the same.

I have done all of that in missions.

Tokyo_Express_420

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Re: Delayed fires and smoke / smoking ships
« Reply #2 on: October 11, 2024, 06:53:02 AM »

I'm using VP modpack
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Tokyo_Express_420

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Re: Delayed fires and smoke / smoking ships
« Reply #3 on: October 11, 2024, 11:36:56 AM »

Alternatively, could the ship sinking speed be slowed right down?
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tvister

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Re: Delayed fires and smoke / smoking ships
« Reply #4 on: October 12, 2024, 07:43:08 AM »

This topic is very important to me. As for ships, when damaged, only parts of the Hull hull burn. I would like to add more fires and explosions, especially on aircraft carriers. I can already add steam/water jet effects to undamaged parts of the ship. Now I'm trying to add a similar effect to the damaged parts. It didn't work out yet...

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tvister

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Re: Delayed fires and smoke / smoking ships
« Reply #5 on: October 12, 2024, 07:57:42 AM »

Typically a ship in Il-2 has 3 parts of the Hull hull. The smallest vessels may consist of one piece. Although Hiryu model also consists of one part. To increase the number of fires, aircraft carrier superstructures and hangars can be registered as parts of Hull. But then, firstly, if the superstructures are damaged, a list or trim will appear, and secondly, if part of the Hull is destroyed, the ship will completely perish.
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tvister

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Re: Delayed fires and smoke / smoking ships
« Reply #6 on: October 12, 2024, 09:59:39 AM »

Here's an example: Tied a steam wind indicator. True, if the ship is damaged/destroyed, it still works.

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tvister

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Re: Delayed fires and smoke / smoking ships
« Reply #7 on: October 12, 2024, 10:08:46 AM »

Another example: A nearby bomb explosion - the roof is damaged, but there is no fire or even a little smoke.

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WxTech

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Re: Delayed fires and smoke / smoking ships
« Reply #8 on: October 12, 2024, 10:10:49 AM »

Ship fire and smoke are tied to specific damage hooks. For most ships, there is one such hook at about the middle of each of the 3 hull sections ( or one section for very small vessels). Guns pretty much all have a hook to which their own fire/smoke effects are tied when destroyed.

When a ship takes damage its speed is adjusted. When destroyed, it stops. I suppose a ship could be made to stop when damaged...

I have recently been doing a bit more work on ships and their environment. Just about a week ago I added a random, delayed secondary explosion or fireball after destruction, which is tied to the same position (middle of the whole hull mesh, it seems) as the already existing explosion at the instant of destruction. Instead of the same, small stock effect, I have a variety of effects to draw upon, with a weighting based upon ship size. I've pondered the implementation of such events after a hull section takes damage, with the secondary tied to the same hull section hook...
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

tvister

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Re: Delayed fires and smoke / smoking ships
« Reply #9 on: October 12, 2024, 10:21:16 AM »

That's right. The more damage, the slower the ship will sail and the greater the roll and trim will be, but not always. Sometimes the damage to the Hull1 and Hull3 parts balances each other out.
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WxTech

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Re: Delayed fires and smoke / smoking ships
« Reply #10 on: October 12, 2024, 10:23:00 AM »

While playing with the adjustment of water depth setting near shorelines recently, I accidentally discovered that a carrier will be destroyed upon colliding with even a tiny landing barge. But other than the initial explosion effect amidships, there seems to never be any other fire or smoke.

Perhaps this might prove a useful avenue to pursue? That is, when a ship collides with anything that can destroy it, we could try to implement fire/smoke to emanate from one or more hull sections. I mean, if the vessel is already going down to join up with Davey Jones, we might as well make it look good. ;)

Unless it is desired to have colliding ships sink less spectacularly, suggestive of a bad enough hull breach. But then the counter argument is this. Is ship collision a utilized event in missions to any degree at all. I'm sure most missions are designed to avoid this, or at least not structured to have collisions specifically...
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

tvister

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Re: Delayed fires and smoke / smoking ships
« Reply #11 on: October 12, 2024, 10:45:54 AM »

Interesting. I'll try to simulate a similar situation.
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